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Fixed a bug in Controller in which I was still using Vector3 instead of Color as the value type. Fixed and game should run.

master
Bryan Miller 4年前
コミット
04ecc0cae5
1個のファイルの変更8行の追加9行の削除
  1. +8
    -9
      Data/Scripts/Controller.gd

+ 8
- 9
Data/Scripts/Controller.gd ファイルの表示

@@ -46,11 +46,11 @@ func set_colors(prime, alt):
if prime.r != prime.g or prime.r != prime.b: # Only adjust mood if not all values are the same.
# Even if not all the same, there must be a single dominant color for mood to be adjusted.
if prime.r > prime.g and prime.r > prime.b:
adjust_mood(Vector3(0.25, 0.0, 0.0))
adjust_mood(Color(0.25, 0.0, 0.0, 1.0))
if prime.g > prime.r and prime.g > prime.b:
adjust_mood(Vector3(0.0, 0.25, 0.0))
adjust_mood(Color(0.0, 0.25, 0.0, 1.0))
if prime.b > prime.r and prime.b > prime.g:
adjust_mood(Vector3(0.0, 0.0, 0.25));
adjust_mood(Color(0.0, 0.0, 0.25, 1.0));

func get_colors():
return {
@@ -58,12 +58,11 @@ func get_colors():
"alt": $Sprite.material.get_shader_param("rim_color")
};

func adjust_mood(mv):
mood.x = clamp(mood.x + mv.x, 0.0, 1.0)
mood.y = clamp(mood.y + mv.y, 0.0, 1.0)
mood.z = clamp(mood.z + mv.z, 0.0, 1.0)
var color = Color(mood.x, mood.y, mood.z, 1.0)
$Sprite.material.set_shader_param("cell_color", color);
func adjust_mood(mc):
mood.r = clamp(mood.r + mc.r, 0.0, 1.0)
mood.g = clamp(mood.g + mc.g, 0.0, 1.0)
mood.b = clamp(mood.b + mc.b, 0.0, 1.0)
$Sprite.material.set_shader_param("cell_color", mood);

func get_tangential_acceleration():
return base_tangential_accel

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